Paladin Steel ‘Robard’ Dual-Mode Robot Armored Vehicle
(aka ‘Roadbard’)
“There’s plenty of worlds where you can’t use aircraft or hovercraft to get around, but still need a good solid scout unit for. The Robard’s designed with those conditions in mind.”
“The Robard’s a clear case of a derivative improving on the original; better armor, faster speed, more versatility. True, it’s more expensive, but quality typically is.”
“Heavy combat robots are all very fine and impressive, but like the tanks they ape, they still need good scouts to tell them where to go. The Roadbard’s a fine vehicle with a foot in both categories.”
“Great thing about the Robard is that if you lose a wheel you can go to ‘biped mode and either walk back to base or you reach down and clap on a new wheel without any trouble. Convenient!”
“The Travies really came to hate us rangers because, though they liked terrorizing their targets, they were open shallow sadistic thugs about it. They never met anybody who knew how to fight dirty -technically-. We’d draw off their heavies on one side, and arc-bomb their support vehicles from the other. We’d set up monowire at knee and neck level across the path of their troops, or at ankle level for their ‘bots. We’d set off decoys to send their units running all over chasing phantoms. Those big armored chest and forearm plates on their combat ‘bots might bounce most weapons fire that a ‘dolph or a ‘bard might mount, but they’re useless against the missile mines we hid along our retreat paths and reprogrammed to shoot at the Travies’ backsides. And even without augs and t-wizardry, our wilderness scouts are second to none at slitting throats.”
The Robard started out as a testbed for a multimode transformational-frame robot vehicle, and was based on the ‘Bardolph’ medium military robot supplied(and manufactured under license) from the Corianus-Typhen-Rosette League. The testbed proved so promising in trials, that Paladin Steel finalized it as a production machine. The Robard has benefitted from advancements in technology since the original Bardolph came out, and problems that stymied the CTRL engineers were handily solved by the PS/ASI team.
The Robard looks like a modified Bardolph, but in vehicle mode seems to lay on its back and runs on four ‘run-flat’ tires, with powered linkages giving four-wheel drive. While the original testbed suffered from having a speed little better than a civilian ground car, the production model has a very respectable ground speed and all-terrain performance. This is very welcome, as the Robard’s robot mode suffers from the same mediocre running speed as the Bardolph.
The use of more advanced materials than were available to the original Bardolph design have allowed PS/ASI engineers to improve the armored protection. Reverse-engineering of Naruni stealth systems have also made available the same variable optical camouflage skinning as is incorporated into the Naruni Nomad Scout(regarded by many as the Robard’s ‘opposite number’). The Robard has another advantage over the Bardolph in that it can carry a small team, making it a good choice for scout units.
The Robard is most often used as a counterinsurgency and ground scout vehicle on the wild worlds of the frontier. It typically operates in vehicle mode to cover more ground and uses its lower profile to use ground cover to conceal its presence. It rises to robot mode to clear particularly rugged terrain, to carry out utility work, or to engage oversized opponents such as gigants, gargoyles, and other robots.
The Robard got its combat debut during the Travesdeen Campaign, mixed units of Robards and Airsharks being deployed across the worlds of the dimensional ‘lanes’ the Travesdeen were suspected of exploiting in their wars of conquest. These scout units would detect, report, and harass Travesdeen incursions until AJC reinforcements could respond. Though too lightly armed to do much in open combat against the heavily armored ‘Brug’ mecha of the Travesdeen, the Robards and their accompanying scout squads still managed to prove a nasty surprise to the ‘Travies’, especially when the latter arrived expecting helpless low-tech or pacifistic local cultures.
Besides the GNE Regular Army, the Stelmarines employ Robards, many modified for operations on airless or exotic-atmosphered moons and planets. The United Systems Alliance Marshals’ Service also uses a few for policing on the far-flung worlds of the Alliance.
Type: PS/ASI-IR-RBD-08 ‘Robard’
Class: Infantry Robot, Transformable Frame
Crew: 1+1-3 passengers/crew
MDC/Armor by Location:
Wheels(4) 80 each
Main Body 500
Crew Compartment 125
Head 130
Comm Dish 30
Lance Scanner 100
Arms(2) 140 each
Hands(2) 60 each
Legs(2) 200 each
Height:(Vehicle) 9 ft
(Robot) 18 ft
Width:(Vehicle) 10 ft
(Robot) 12 ft at shoulders
Length:(Vehicle) 16 ft
(Robot) 8 ft
Weight: 20 tons
Cargo: Minimal space; about 5 ft for survival packs, sidearms, and personal possessions.
Powerplant: Nuclear Fusion w/ 20 year energy life
Speed:(Vehicle) 165 MPH
(Underwater) Can run along the bottom at 20 MPH. Can survive depths of 1,000 ft.
(Robot)
(Running) 45 MPH
(Leaping) 12 ft up/ft across standing jump, 30 ft up/ft across with running start
Jet Boosted Leap of 200 ft up/ ft across
(Flying) Not Possible
(Underwater) Can run along the bottom at 12 MPH. Can survive depths of 1,000 ft.
Market Cost: 16 million credits
Systems of Note:
Standard Robot Systems, plus:
* Extended Communications----The Robard has a small extending folding-dish radio and laser antenna that can be used to beam directional radio or laser signals to relays or even orbit. 250,000 mile range narrow-beam directional comm.
*Laser Designator---------10 mile range. Designates targets for laser-guided munitions/weapons.
*Laser Targeting System(+1 to strike)
*Lance Scanner---Looks like a long lance protruding over one shoulder. The Lance Scanner contains a magnetometer and a short-range microwave radar for ground-searching minefields(in theory, the ground radar sound be able to detect even nonmetallic mines, but takes twice as long). Range: The magnetometer has a range of 4,000 ft and can detect vehicles and other metallic structures with 80% accuracy
The ground radar has a range of 3,000 ft, and has a 90% chance of detecting metal-cased mines, 60% chance of detecting nonmetallic ordinance.
*Aura Scanner---For detecting and identifying PPE concentrations
Range: 2,000 ft
*Bio-Scanner---Has a molecular analyzer, enhanced radiation detector, high-powered acoustic ‘shotgun mike’(3,000 ft range), and thermo-imager optics.
* Optical Cluster--- Telescopic, IR/UV, Thermo-Imaging, Audio-Video-Survellance System
*NBC Sensor System Cluster---Small compact mini-lab pod that has the following:
---Geiger Counter---Detects radiation, type, and levels.
---Molecular Analyzer---A flow-through air sampler that tests for various common airborne contaminants and toxins, and determines air quality.
---Pathogen Screener---Another air sampler that looks for dust particles and spores, and the enzyme/molecular interactions of organic pathogens
*Motion Detector--200 ft range
*IR Baffling---A passive stealth system that uses special exhausts for the engine and crew compartment, as well as insulation and heatsink systems, to alter and lower the tank’s thermal signature. -20% to detect/target the tank using thermal imaging.
*Cyberlink Drive System--Allows a driver with a headjack to ‘jack in’ to the vehicle for more responsive control. This allows the driver to drive without their hands on the wheel(“Look, Mom, no hands!”), and/or to respond with greater speed to road situations. Similar to the system presented in Rifts: Russia, but GNE makes them less expensive(the real expense is in the implant end).
Bonuses: For anyone with the CyberVehicle Link, the following bonuses apply: +1 to initiative, +1 to strike using the vehicle or vehicle-mount weapons, +1 to Dodge, +1 Action/Attack per Melee, Base Driving skill of 45%, or +10% to existing driving skill. Driver can also ‘tweak’ the vehicle’s maximum speed by 1% per I.Q. point. Note that the operator can only be controlling the vehicle while doing this....no other relevant actions(can carry on light conversation, or take a quick bite/drink, but can’t disassemble their weapons or whittle a wooden toy .
To anyone lacking the CVL, there are no bonuses to vehicle operation, but they CAN make minor adjustments to vehicle peripherals’ without using their hands(turning on/off headlights, booting up the stereo, rolling down the electric windows, adjusting the AC, etc...).
*Hot Water Dispenser---The cabin has been outfitted with extended missions in mind; the Robard carries a water filtration/condenser system with hot water dispenser and hot plate for preparing field rations.
Weapons Systems:
1) Forearm Hardpoints(2)----Each forearm mounts a hardpoint. In vehicle mode these are fixed-forward-firing weapons.
a) Pulse Laser
Range: 4,000 ft
Damage: 4d6 MD single shot, 1d6x10 MD per pulse burst
Rate of Fire: EGCHH
Payload: Effectively Unlimited
b) 2x Light Machine Guns
Range: 10,000 ft
Damage:(SDC) 6d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst.
(Ramjets) 1 MD single shot, 1d10 MD per 10 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst.
(PSX-2) 1d4 MD per rd, 1d4x10 MD per 10 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 600 rpm
Payload: 250-rd belt drum per gun
Cost: 8,000 credits
c) 1x Heavy Machine Gun
Range: 10,000 ft
Damage:(SDC) 7d6 SDC single shot, 4d6 x10 SDC(1d4 MD) per 10 rd burst, 8d6x10 SDC per 20 rd burst, 1d4 MD per 40 rd burst.
(Ramjets) 1d4 MD single shot, 5d6 MD per 40 rd burst.
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
Rate of Fire: Standard; rated at 6,000 rpm(or 1,500 rounds per melee)
Payload: 2,000-rd belt
Cost: 8,000 credits
d) 40mm Grenade Launcher
Range: 7,000 ft
Damage: (Fragmentation) 4d6 MD to blast area of 12 ft
2d6x10 MD to blast area of 40 ft w/ 10-rd burst
(Armor Piercing) 1d4x10 MD to blast area of 3 ft
3d6x10 MD to blast area of 8 ft w/ 10-rd burst
Rate of Fire: Standard
Payload: 250 rds
Cost: 50,000 credits
e) Plasma Projector---Adapted from PS’s PPR-3 Serap Heavy Plasma Projector. The weapon also has the option of firing ‘hot shots’ of deuterium-enriched plasma feeding from a pressure cylinder
Range:(Plasma Stream) 2000 ft
(Plasma Bolt) 1500 ft
Damage:(Plasma Stream) 1d6x10 MD per blast*
*Can be increased by 50% with a ‘hot shot’ injection of deuterium gas
(Plasma Bolt) 1d4x10 MD to 8 ft blast radius
Rate of Fire: Single shot, EGCHH
Payload: Effectively Unlimited
Deuterium Gas Reservoir has enough gas under pressure for 45 shots.
f) Heavy Flame-thrower
Range: 800 ft
Damage:(Gasoline/Alcohol) 1d4x10 SDC
(Napalm) 1d6x10 SDC, plus does 5d6 SDC per melee for 1d4 minutes
(MD Fluid) 1d4 MD per blast, 1d4 MD per melee for 2d4 minutes
(Incendi-Gel)2d6 MD, 2d6 MD per melee for 1d6 minutes
(WI Napalm-P) 3d6 MD per blast, 1d4x10+10 MD per concentrated burst(counts as two attacks). 2d6 MD per melee for 1d4 minutes.
Rate of Fire: EGCHH
Payload: 100 bursts
Note: The fuel supply for this weapon is in an ejectable tank that can be thrown clear of the vehicle in the event of a tank-breach.
g) PS-DL-110 Razor-Frizzer( a copy of an imported Russian design). The PS version uses ceramic and light alloy discs that, either by accident or deliberate design, give off a very audible high-pitched shrieking or buzzing noise when fired.
Range: 2,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
Rate of Fire: EGCHH
Payload: 2,000 rd drum
Cost: 80,000 credits
h) PS-RL-210 Fragmentation Rocket Launcher( a copy of an imported Russian design). Note that PS has also been experimenting with an incendiary variant using a magnesium mixture.
Range: 4,000 ft
Damage: 1d6 single projectile, 1d6x10 MD per 10 rd burst/volley
at 3,500 ft, the rds go ‘grapeshot’, doing 3d6 MD(1 MD for a single shot) in a 12 ft wide area.
(Incendiary “Hot-Grape” Version)---Do an additional +2 MD per rd, and 1 MD of damage for 1d4 melees as the flare portion burns down.
Rate of Fire: EGCHH
Payload: 1,000 rd drum
Cost: 100,000 credits
i) Particle Beam Cannon
Range: 3,200 ft
Damage: 1d6x10 MD to an 8 ft wide swath
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 150,000 credits
j) .50 caliber Gunpod/MML---Combines a fifty-caliber heavy machine gun and ramjet ammunition with a four-shot mini-missile launcher
Range:(Machine Gun) 19,000 ft, 38,000 ft in space
(Kitsune Values: 380 miles in space)
(Mini-Missiles) Varies by Missile Type(x4 in space)
(Kitsune Values: 100 miles in space)
Damage:(Machine Gun)(SDC rd) 7d6 SDC per single rd, 2d6x10+20 SDC per 40 rd burst
(Ramjet rd) 1d4 MD per single rd, 5d6 MD per 40 rd burst
(High Explosive)2d6x10 SDC single shot, 1d6 MD per 10 rd burst, 2d6 MD per 20 rd burst, 4d6 MD per 40 rd burst.
(PSX-2) 1d6 MD per rd, 1d6x10 MD per 10 rd burst, 2d6x10 MD per 20 rd burst, 4d6x10 MD per 40 rd burst.
(Tracer) Every 11th round is a tracer, which gives a +1 to strike with bursts. However, the tracer stream also makes it that much easier for enemies to backtrace and locate the machine gunner.
(Mini-Missiles)Varies by Missile Type
Rate of Fire:(Machine Gun) ECHH
(Mini-Missiles) Volleys of 1,2,3, or 4(all)
Payload:(Machine Gun)2,000 rds(50 bursts)
(Mini-Missiles) 4
Cost: 60,000 credits
k) GrHW-01 ‘Flamma’ Heavy Gravitonic Rail Gun
Range: 4,000 ft in atmosphere, 8,000 ft in space
(Kitsune values: 4,000 ft in atmosphere, 80 miles in space)
Damage: 1d4x10 MD single shot, 2d6x10+10 MD for a 10 shot burst.
Rate of Fire: Standard
Payload: 200 rd belt
l) Laser Cannon---A heavier single-barrel laser cannon, based on a weapon acquired from South America(the ATL-7 Anti-Tank Laser)
Range: 3,000 ft
Damage: 3d6x10+10 MD per single shot
Rate of Fire: Four shots per melee
Payload: Effectively Unlimited
m) 45mm PS-HRG05B 'Hellshot' Rail Cannons: (Hand-Held-1Hand) An attempt to equal the power of the infamous "Boom Gun" carried by the Glitterboy, these fearsome handheld weapons fire a much larger heavy metal kinetic energy penetrator with a massive punch.
Range: 3,300 ft
Damage: 3D6x10 MD
Rate of Fire: ECHH
Payload: 25 shots
Market Cost: 120,000 credits, 800 credits per penetrator round
n)Vibro-Chainsaw
Range: Melee(5 ft long)
Damage: +3d6 MD to punch or 5d6 MD sustained cut
Rate of Fire: ECHH
2) Shoulder Hardpoint(1)---This is a heavy turret mounted on a pivot over one shoulder in robot mode. In vehicle mode it swings forward over the chest behind the cockpit. The turret can be fitted with ballistic or energy weaponry. Though energy weapons provide limitless shots, ballistic projectile weaponry is favored by scouts/harassers for its ability to shoot from behind cover. The Robard can also mount missile pods compatible with the many aerodyne close air support vehicles deployed by GNEAS units, though these armaments are typically used only by Robards with specific missions in mind, such as armor-hunting; other units find the limited payload of missile pods limits their time in the field.
a) PS-862 AC 30mm Anti-Aircraft Flak Cannon(Paladin Steel knockoff of the TriaxTX-862FC), Dual-mount turret.
Range: 10,000 ft
Damage: 4d6 MD single rd, 1d6x10 MD two rd burst, 3d6x10 MD six-round burst per single gun. 6d6x10 MD for both cannons firing simultaneously at maximum(12 rounds total)
Rate of Fire: EPCHH
Payload: 800 rds, 400 rds per cannon
Bonuses: Independent laser and radar tracking system(range: 11,000 ft). +1 strike set on automatic against aerial attack, +2 strike fired by gunner
Cost: 500,000 credits
b) FA-A9 2-pounder (40mm)Autocannon
Range:(High Velocity Round)5,000 yards(15,000 ft)
Maximum AA altitude w/ HV shells: 13,300 ft
(Low Velocity Round) 3,800 yards(11,400 ft)
Damage:(Fragmentation) 4d6 MD to 6 ft blast radius
(High Explosive) (HV) 1d4x10+3 MD to 1.5 ft blast radius
(LV)1d4x10 MD to 1.5 ft blast radius
Rate of Fire: 120 rounds per minute(or up to 30 rds per melee)
Payload: 400 rounds(x2 200 rd box magazines)
Cost: 150,000 credits
High Velocity(Fragmentation) shells cost 200 credits apiece, 245 credits for HE
Low Velocity(Fragmentation) shells cost 180 credits apiece, 200 credits for HE
c) M-61 60mm ‘Snapfire’ Mass Driver Cannon
Range:(Direct Fire Mode): 6,000 ft
(Artillery Mode) 2 .5 miles
Damage:(Direct Fire Mode) 3d6x10 MD, no blast radius
(Artillery Mode) Everything within the 30 ft blast radius takes 2D6x10 M.D. and has a 75% chance of being knocked flat.
Rate of Fire:(Direct Fire Mode) EPCHH
(Artillery Mode) Three times per melee
Payload: 120 rds
Bonuses/Penalties: +1 strike in direct fire mode. -2 to strike in Artillery mode.
Cost: 250,000 credits
d) 80mm MB Gauss Cannon(PS-MDJ80M)
Weight: 5,800 lbs (2.9 tons)
Range: (Direct Fire)25,000 ft (5 miles)
(Indirect Fire) 62,500 ft (12.5 miles)
‘Damage: High Explosive(HE)----1d4x10 MD to 15 ft radius
High Explosive Anti-Tank(HEAT)---- 3d4x10 MD to 5 ft radius
Fragmentation--- 5d6 MD to 30 ft radius
Plasma----- 1d6x10 MD to 20 ft radius
(APFSDSDU)(Armor Piercing Fin Stabilized Discarding Sabot Depleted Uranium) 3d6x10 MD out to 6,600 ft, 2d4x10 MD out to maximum range
Rate of Fire: 5 shots per melee
Payload: 80 rds
Cost: 500,000 credits
e) 81mm Breech-Loading Auto-Mortar----A modification of a low tech artillery piece that has the advantage over mini-missiles of leaving no incriminating smoke trail. It can be used for ‘over the hill’ plunging fire attacks, and does tremendous damage. An automatic loader allows for a faster rate of fire and shell selection. On the minus side, it’s terribly inaccurate unless the crew has a forward spotter feeding them targeting data, it cannot be used in a direct attack, and it cannot be fired on the move due to recoil.
Range: 18,000 ft (over 3 miles!) Minimum range of 5,000 ft
Damage: (PSE-3 High Explosive) 2d4x10 MD to 35 ft blast radius.
Cost per shell: 970 credits
(Fragmentation) 6d6 MD to 60 ft blast radius. Cost per shell: 680 credits
(Incendiary) 4d6 MD to 40 ft blast radius, does an additional 1d4 MD for 1d6 melees, plus 80% chance of setting combustible materials aflame. Cost per shell: 760 credits
(Armor-Piercing Self-Forging)----This is a special shell that contains a micro-sensor and dual-charge system. The disc-shaped warhead is ‘frisbeed’ to high altitude(800 ft), then scans for target-profiles with its micro-sensor. When it spots a likely target profile (thermal or optical outline)(the limited size and complexity of the micro-sensor severely limits its targeting ability to a total of 6 targets... fortunately, the profile-database can be changed easily enough by inserting a new chip into the fusing assembly before loading), the warhead fires downwards, the material of the ‘discus’ deforming into a narrow, pointed, high-penetration needle well-suited for penetrating armor. Does 3d6x10+5 MD; no blast radius.
Note: This munition does NOT suffer from the indirect fire penalty; roll to strike as normal, but without bonuses. PS is working on a micro-guidance system that would allow these munitions to home in on laser-’painted’ targets, as via a forward observer....as well as better target discrimination(the current model has a tendency to be distracted by flaming wrecks in the vicinity of the ‘live’ target.
Cost per shell: 5,000 credits
(Plasma) 2d6x10 MD to 13 ft blast radius. Cost per shell: 3,600 credits
(Smoke/Chemical) Varies by chemical type. Typically covers a 25 ft area. Cost per shell: 110 credits apiece
(Illumination) Fires a high altitude illumination flare that burns brightly for 3 minutes. The flare also has a 40% chance of decoying/confusing heat-seeking sensors/weapons systems.
Cost per shell: 550 credits
(Sensor Decoys) The mortar can also fire special lightweight thermal-emission decoys for confusing sensors into thinking there are ground troops where there are none....To further the confusion, the spheroid decoy will randomly extend spring-loaded ‘legs’ that move the decoy about in 5-10 ft leaps, giving the impression of moving troops. Internal mini-batteries last for 30 minutes. A small acid-capsule or self-destruct anti-tampering charge may also be attached to prevent the decoy from falling into enemy hands. The shell carries up to two decoys
Cost per shell: 800 credits
Noisemaker decoys are similar, but they emit random amplified ‘soldier noises’...footfalls, clinking of weapons, gunshots, muffled voices, etc., but are otherwise similar to the thermal-decoys.
Cost per shell: 400 credits
Rate of Fire: Up to six times per melee
Payload: 100 rds
Cost: 250,000 credits
f) PS McML-08 ‘BoomBox’ Micro-Missile Launch System(x2)----The McMLR-05 taken to an extreme, this is a heavy weapon that consists of five disposable plastic cassette-style launch ‘boxes’ stacked turntable. Bringing to mind the ‘Metalstorm’ guns of the past, each box-cassette had 25 micro-missiles(5 rows of 5) for a total of 125 projectiles, and can fire them in volleys of 5 to all 125 at once. It uses Pattern 1A -1C micro-missiles, but is problematic in laser-guidance mode due to frequent inadvertent missile fratricide when all 125 micro-missiles were trying to hope on the same target(volleys of 5-20 are recommended instead).
The Robard mounts a ‘calliope’-style arrangement of two of these mini-monsters, with ten cassettes and a total of 250 micro-missiles between them. Additional (ten) cassettes can be carried in an armored (100 MDC) pannier, but the cassettes must be manually reloaded, meaning somebody will have to exit the vehicle and swap in the loaded cassettes by hand. A trained crew can swap out expended cassettes in 3 actions(typically takes 30-45 seconds to reload the entire weapon with new magazines).
Cost: 160,000 credits.
g) Mini-Missile Launcher Pod---1x20 per Hardpoint
h) Short Range Missile Launcher Pod--- 1x10 per Hardpoint
i) ‘Copperhead’ Heavy Anti-Armor Missile Launcher Pod
Range: 1 mile(5,000 ft)
Damage: 2d4x10 MD
Rate of Fire: Volleys of 1,2,3,or 4
Payload: 6 shot pod per hardpoint
Bonus: +5 to strike ground targets(Aircraft are only +2 to strike)
Cost: 20,000 credits. 6,000 credits per missile
j)‘Black Talon’ LAAM Pod---These are light ‘smart’ antiaircraft missiles with enhanced warheads, similar in concept to the pre-Rifts ‘Stinger’ SAMs.
Range: 3 miles
Damage: 3d4x10 MD to 40 ft blast radius
Rate of Fire: Volleys of 1,2,3, or 4(all)
Payload: 8 per pod
Bonus: +5 to strike, and gets TWO attempts to strike the target(agile enough to loop back on a target and try again)
Cost: 60 ,000 credits per launcher, 10,000 credits per missile
k) PS-VM109 ‘ Martel’ Heavy Hitter Missile Launcher---This is an adaptation of the Paladin Steel M108 ‘Superzooka’ , a heavy long range missile warhead mounted on a shorter ranged propellant casing. Three launch racks are mounted in an armored housing on a turntable carried on the shoulder mount. An effort has been made to mate the Superzooka’s throw-weight of warhead with the ‘Copperhead’ ATM’s line of sight guidance system. Though the heavier missiles are not as accurate as the smaller weapons, they still have good target contact, and can take advantage of forward spotters.
The limited number of shots available to this weapon make it suited only for specific strike missions and targets, such as destroying structures or heavy armor that a MAULER would be overkill to use on; it is not popular with recon units.
Weight: 210 lbs per missile
Range: 4 miles
Damage: Equivalent to LRM warhead
(Standard): 3d6x10 MD to 50 ft area
Depending on the mission, other warhead types may be issued; TW warheads are especially popular and requested when available.
Rate of Fire: Single shot
Payload: 3 missiles
Bonus: +4 to strike ground targets(Aircraft are only +1 to strike). and can take advantage of laser designator systems.
Cost: 120,000 credits
l)Tri-Laser(PSMBL-3E)---Adapted from the Glitterboy No. 7 of South America
Range: 8,000 ft
Damage: 2d4x10 MD per blast
Rate of Fire: EGCHH
Payload: Effectively Unlimited
Cost: 300,000 credits
m) EMVC-07 ‘MagStorm’ ElectroMagnetic Vortex Cannon ----Light artillery scale-up of the EMV cannon, meant to be vehicle-mounted. It fires a larger ‘bolt’ of EM force that expands out into a shockwave that can bowl over massed infantry or light vehicles.
Range: 6,000 ft in air and underwater
Damage: 1d4x10 MD at point of impact
Within a 60 ft radius, people, animals, and objects weighing less than 500 lbs are 90% likely to be knocked off their feet and hurled 3d4 yards/meters(lose 1 APM and Initiative), 65% chance of being stunned(-10 to strike, dodge, parry, and roll, NO Initiative, HALF speed and APMs for 1d4 melees).
Characters/objects of 500-1,000 lbs weight are 50% likely to be knocked aside 1d4 yards/meters.
Objects of a ton or more are only 25% likely to be knocked over.
Flying characters/objects get knocked away twice the normal distance.
Rate of Fire: ECHH
Payload: Effectively unlimited linked to a suitable powerplant.
Bonus: Laser targeting add +1 to strike. EM bolts are -6 to dodge.
Cost: 120,000 credits
n) Ion Cannon---This heavy weapon uses a coaxial laser to ‘prepare’ a pathway for the ion stream, allowing for longer range in the subsequent shot.
Range: 5,000 ft
Damage: 1d6x10+8 MD per blast
Rate of Fire: ECHH
Payload: Effectively Unlimited
o) Heavy Plasma Cannon
Range: 4,000 ft
Damage: 1d4x10 MD per blast
Rate of Fire: EPCHH
Payload: Effectively Unlimited
Cost: 280,000 credits
p) PS-HPBC-20 Particle Beam Cannon------Based on the KLS Mrk IV Glitterboy PB-20 Rapid Acceleration Particle Beam Cannon, complete to pairing with a coaxial small laser.
Range: (PBC) 11,000 ft(double in space)
(Laser) 2,000 feet (double in space)
Damage: (PBC) 4d6x 10 MD single blast
(Laser) 4d6 MD single blast
Rate of Fire: (both) ECHH
Payload: (PBC) Conditionally unlimited(Unlimited linked to nuclear power source) though smaller vehicles(such as the ‘Vader) have a battery capacitor with a limited number of shots(20 typically) with a recharge rate of one blast per minute.
(Laser) Effectively Unlimited
Cost: 4.2 million credits
q)PS-HPBC-21 Heavy Particle Beam Cannon----This weapon started out as the same as was mounted on the Megabago HRV as a main weapon. It was in this form that the HPBC-21 was introduced, thoroughly field-tested, and earned notoriety from its use in the hands of hundreds of adventuring parties that bought/were issued the Megabago and its ‘stupidly powerful’ BFG armament.
The PS-HPBC-21 has been around long enough that PS has had time to tinker further with it. While the six-barrel gatling version originally proposed for the Megabago has been superseded as an idea by more powerful realized hardware, the PS-HPBC-21 has benefitted from input on Naruni and Three Galaxies particle beam systems, and a newer Model B version with most of the bugs of the original issuance weapons fixed has been rolled out. It was considered a natural fit for the scout Robard.
Though lacking the range of Naruni HPBCs, the PS-HPBC-21 is more compact, and that’s pushing sales of the weapon.
Range: 8,000 ft in atmosphere, 16,000 ft in space
(Kitsune values: 8,000 ft in atmosphere, 800,000 ft/160 miles in space )
Damage: 5d6x10 M.D. per shot
Rate of Fire:(Model A) Once every five seconds (3 times per round)
(Model B) EGCHH
Payload: Effectively unlimited.
(Model A) Tied directly into the nuclear power supply, but can only fire 30 times an hour before needing time to cool down (otherwise the barrel overheats and begins to warp, reducing damage by 1d6x10 per five shots until the barrel collapses).
(Model B) Effectively unlimited. hooked into military-spec powerplants. Improved heat dissipation materials and systems eliminate the overheating problem.
Cost: (Model A) 4.8 million credits
(Model B) 5 million credits
3) Laser Headlights(4)----Mounted in the chest and lower torso in robot mode, these high-powered photonic emitters swivel to mount down/forward in vehicle mode. Can also project normal light, as well as radiate infrared and ultraviolet.
Range: 1,600 ft
Damage: 2d6 MD single shot, 4d6 MD double shot blast. 8d6 MD for all four headlights convergence-firing on the same target.
Rate of Fire: EPCHH
Payload: Effectively unlimited
4) Smoke Mortars(2)---Mountable gas grenade launchers for providing smoke or antipersonnel cover.
Range: 500 ft
Damage: None, smoke(chemical agents such as tear gas can be substituted) in 10 ft radius.
Rate of Fire: Volleys of 1,2,3, 4, or 6
Payload: 6 smoke grenades per launcher, 12 total
5) (Optional)---Can pick up and use power-armor scaled hand weapons, such as gun pods and melee weapons.
Hand to Hand Combat
(Use the Basic and Elite Robot Combat Training for the bonuses; no other adjustments)
Restrained Punch 1d4 MD
Full Strength Punch 2d6 MD
Power Punch(2 attacks) 4d6 MD
Tear/Pry with Hands 1d6 MD
Body Block/Tackle 5d6 MD
Stomp 2d4 MD
Kick 2d4 MD
Options:
*ECM Suite--Advances in compact electronics means a small, but comprehensive, EW suite can be squeezed into the Robard’s frame. One of the passengers must be dedicated to operating the system, however. The ECM add-on provides the Robard with greatly enhanced EW counter abilities, signal detection, location, decryption, de-scrambling, and secured communications, and frequency scanning, as well as limited range jamming and ground-level electronic cloaking.
Decryption Bonuses: +10% to Cryptography Skill
+15% to Radio skill rolls to defeat jamming
Jamming Range: 20 miles
EW Cloaking: -15% to enemy Read Sensory Instruments rolls using ground search radar(NOT optical and thermographic systems)
*EM Jammers---Great for blasting through radar traps. Radar-guided weapons are -6 to strike.
Cost: 50,000 credits
*Climber Tires---Huge oversized tires covered with spikes, mag-grips, and suction cups, to allow the vehicle to scale vertical surfaces.
Can climb an up to 90 degree vertical surface at 1/4 speed. Roll piloting skill at a -15% penalty per 50 ft traversed. If roll fails, roll again, again with penalty; if second roll succeeds, the vehicle only slides back 1d4x10 ft. If second roll fails; vehicle has fallen off climbing surface; brace for impact!
Penalties: Reduce normal road speed by half
Cost: 35,000 credits
*Buzzsaw Rims---Some of the more maniac scouts during the Travesdeen War came up with this one. Besides proving useful in clearing brush in vehicle mode, in robot mode it turns the otherwise useless wheels into terrifying melee weapons.
MDC per Blade: 55
Damage: 6d6 MD per slash, 1d6x10+12 MD per full melee cut
Cost: 150,000 credits
*Sensor/Mine Racks(1-2)---These are shoulder-mounted in robot mode, and tail-mounted in vehicle configuration. Each rack can hold sensor pods or mines. This option was the result of improvisation during the Travesdeen War, when scout units devised ways of quick-deploying sensor fields and setting ambush traps.
The racks can hold sensor pods or mines. The favored type are modified ‘badger’ grenades that can bury and conceal themselves in the ground. Another favorite is missile-mines patterned on Northern Gun and Wellington designs, because they could be programmed to fire on enemy units from unexpected angles, giving the impression of more active shooters on the GNE’s side than there really are.
Each rack has 60 MDC and can hold 20 sensor pods/Badger grenades, OR 12 light mines/6 Light SAWs, or 8 medium mines/4 Medium SAWs, or 2 heavy mines/1 Heavy SAW.
Cost: 9,000 credits each
*Drone Racks(1-2)---Can be fitted with racks for carrying advanced ‘Gnat’ mini-drones(each has 3 MDC, a 45-minute battery charge, and fly at 40 MPH) fitted with the equivalent of a cyber multi-optic, or PS-LIRPV-02 ‘’Frisbees’. Each rack has six drone stations with recharge sockets.
Cost: 15,000 credits each
*Variable Optical Camouflage Suite---Based on reverse-engineered Naruni and other alien ‘invisibility’ systems, this highly sophisticated system option renders the Peregrine effectively invisible to eyeball and sensor detection.
Bonuses: -20% to opposition Detect Ambush and Detect Concealment rolls; heat sensors are useless
Cost: 1.2 million credits
Note: This system is not always available for sale; only approved affiliates of PS are allowed to purchase this stealth system
*Camou-Shroud---A variant of PS’s portable ‘scrambler’ shelter, only larger to cover the vehicle. This is a portable folding shelter that can be erected in minutes, providing protection from the elements, limited megadamage protection, as well as concealment from electronic and infrared/thermographic detection. It has been improved with the incorporation of variable camouflage skinning.
The ‘Shelter’ consists of a yard-long ‘can’ that looks like a large drum. When activated, about a dozen articulated ‘spider leg’ structural members of carbon composite branch out, anchor themselves in the ground, and form the skeleton of a dome- or longhouse-shaped igloo roughly 10 ft tall by 20 ft in diameter. The pod then deploys a cover sheet of special plastics, with a camouflage print, and integral sensor-baffling elements.
The Camouflage pattern sheet can be chemo-switched to any one of seven different configurations. The support elements create a degaussing ‘bubble’ that scrambles radar signals(incoming and outgoing), as well as disrupting magnetic resonances(fouling Magnetic Anomaly Detectors), while the fabric itself insulates and dissipates the infrared and thermal emissions and signatures of the occupants, rendering those means of detection less effective.
Care must be taken in setting up the Shelter---The igloo is not not entirely invisible to naked eyeball optical searches, so ‘blending’ the shelter into the natural landscape contours is essential for best results. For maximum comfort, a ground sheet or surfacing can be put down first.
The entire shelter can deploy/retract for stowage in 1 melee
MDC: The tent provides about 60 MDC of protection, however, against explosions, it is less effective(being non-rigid, shockwaves pass through its fabric), so explosives will do HALF damage to the occupants, regardless of how much MDC is left in the tent.
Special Features:
*Waterproofing
*Fire Proofing---Can handle temperatures up to 300 degrees centigrade. Normal fires do NO damage
*Minimal Radiation Shielding--The fabric shell provides some protection against radiation(such as that from expended U-rounds laying nearby, or fallout), but is not recommended for protection in ‘hot’ zones (good for maybe 5-6 minutes of exposure).
*Chameleon-cloth Fabric---Can assume one of seven preset color configurations. Some more advanced versions actually emulate the surrounding terrain coloration.
*Thermal Insulation-Infrared and Thermographic sensors are -20% to detect the shelter.
*Electronic Insulation- Radar, MAD, and EM sensors are -15% to detect the shelter
*Extendable Fiber-optic Periscope
Cost: 80,000 credits; currently unavailable outside GNE military forces and approved affiliates.
*Chaff/Flare Launchers---For those of you afraid of eating a missile from your friendly Coalition Highway Patrol....
Range: Close Defense
Damage: None; similar to Triax-style chaff
01-50 Enemy Missile or volley detonates in chaff and threat is neutralized
51-75 Missile/Volley diverts and may pursue/lock on to other targets
76-00 No Effect! Missile(s) still on target!
Will also temporarily blind and impede flying monsters who fly into it.
Reduce APMs/combat bonuses/ speed by half for 1d4 melees
Payload: 12 per launcher
Cost: 3,500 credits for the launchers
*Smoke Screen---Equal to a Smoke Mini-missile; uses same warheads. Can hold up to 5 charges. Cost: 10,000 credits
*Morphing Armor---Enfolds the ENTIRE vehicle in articulated armor plates, increasing armor protection, but effectively immobilizing the car. Can only be opened from the outside by special electronic passcode(included in cost)
MDC: +200 MDC when deployed
Cost: 300,000 credits; 100,000 credits for four Glitterboy-style laser pylons that drive into the ground and anchor the vehicle to the ground(takes a Robotic PS of 40 or greater to uproot the vehicle)
*Appliqué Armor---Adds additional protection(and weight) to the main body. Up to 100 additional MDC can be added, at 7 lbs, and 150 credits, per 1 MDC point. Lighter armor can be substituted, at 1 lb per MDC point, but the stronger polycarbonate armor costs 400 credits per MDC point.
* Heavy Energy Blade---Enhanced plasma-conduit energy blade, patterned after the original K-TRF-M weaponry.
Damage: 1d6 MD used un-powered, 1d4x10 MD with plasma field up.
Cost: 35,000 credits
Options: *TW Spinning Blades Enhancement---Powered by a TW powerplant, PPE battery, or the pilot’s own PPE.
Range:(Spinning Blades)Melee when just the vibroblades are in use. When activated, the Spinning Blades spell can reach 300 ft away, used offensively. If ejected as projectiles, the blades can reach 700 ft.
Damage:(Spinning Blades)When activated, the Spinning Blades spell produces 7 blades that each do 1d6 MD each(regardless of what the blade was/does originally) in defensive mode(+6 to parry, +2 to parry energy attacks) or 2d6x7 MD in offensive ‘buzzsaw’ mode(enemy CANNOT parry).
Can also fire the magical blades like projectiles, 1-2 at a time, each doing 1d6 MD on impact, and +3 to strike. The blades disappear on impact.
Rate of Fire: ECHH
Payload: 10 PPE for 7 melee rounds
Cost: 103,500 credits
*Mage Pod----The model described is a MagePod Model 0.1D, a refinement over the original model, and featuring a barrel extension/TW booster holding a set of aligned crystals inside its length that DOUBLES the effective range of spells, and a three-slot Spell Card ‘magazine’, allowing the operators to click between three spells with the flip of a switch. The Robard typically carries at least one spell for assisting in traversing rough terrain, such as a Levitation spell , Path of Green, or Mystic Bridge.
Range: Varies by spell(x2)
Damage/Duration: Varies by spell
Rate of Fire: EGCHH
PPE Cost per Use: Varies by spell. However, the use of focusing elements and activator spells effectively reduces spell PPE cost by HALF.
(So you Technowizards aren’t flummoxed by PPE costs in a long-running battle, while the still relatively high PPE costs for the high-end spells keeps someone from using Sphere of Annihilation in every battle).
Payload: Draws from the main PPE Battery, but can also draw upon the robot’s/vehicle’s other PPE reserves/batteries(if any have been fitted). In an emergency, the pilot, if they are a mage or psychic, can kick in their own PPE.
Bonuses: As per spell(if any)
Cost: The basic Mage Pod system costs about 1 million credits
Spell Cards cost (as per Jason Richards’ guidelines in Rifter #2) 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.
PPE Generators:
PPE Capacity:(Light)----200 PPE battery capacity; recharges at 10 PPE per hour, 20 PPE/hour at a leyline, 40 PPE/hour on a nexus
(Medium)-----300 PPE battery capacity; recharges at 10 PPE per hour, 40 PPE/hour at a leyline, 80 PPE/hour on a nexus
(‘Wizard’)----400 PPE battery capacity; recharges at 14 PPE per hour, 50 PPE/hour at a leyline, 100 PPE/hour on a nexus
(‘Sorcerer’)--- 600 PPE battery capacity; recharges at 20 PPE per hour, 60 PPE/hour at a leyline, 120 PPE/hour on a nexus
Cost:(Light)----500,000 credits
(Medium)-----1 million credits
(‘Wizard’)----2 million credits
(‘Sorcerer’)---- 3 million credits
Variants:
* PS/ASI-RBD-08B--Alternate wheel configuration version. Instead of four wheels, the -08B has four wheel units(each with 80 MDC), each holding two smaller wheels(each with 50 MDC) for a total of eight wheels. Sometimes mistaken for a Paladin Steel revival of the pre-Rifts Lockheed XM-808 ‘Twister’ concept. Slightly better handling on rough terrain(+5% against piloting penalties on rough terrain) and slightly more resistant to damage(can lose more wheels without diminishing performance, unless the entire wheel unit gets blown off), but maximum road speed drops to 130 MPH. Cannot be fitted with extendable razor-rims. Still, a number of units operate the -08B with good results.
* PS/ASI-RBD-08F--Firefighting variant. The Robard is clad in thermal-resistant surfacing. The arm hardpoint weapons have been replaced with various firefighting and rescue tools, and the main weapons turret is fitted with either a spray cannon or a cryo-projector.
Changes/Modifications:
Systems of Note:
*Thermal Resistant Heat-Refractory Tile Armor---Special heat-resistant materials designed originally for reentry vehicle shielding. Heat and plasma-based attacks do 1/4 damage.
Weapons Systems:
1) Forearm Mounts:
These are typically not used to mount weapons, but instead carry various cutting, lifting, and extraction tools, or spray cannons.
2) Shoulder Hardpoint(1)
The shoulder mount is typically used to carry spray cannons or cryolasers. If missile launchers are carried, they are loaded with fire retardant warheads.
a) Spray Cannon
Range: 800 ft
Damage: Varies by chemical type. Some examples:
(Water)None, if carrying water, but human-sized beings struck with the stream but roll versus the ‘cannon’s To Strike roll, or be bowled off their feet(lose 1 APM and initiative that melee for getting back up). Does 2d6x10 HP to vampires per blast
(Gloop) PS’s sticky goop---This quick-setting polymer material is used in construction, as well as to firm up the walls of tunnels and damaged structures. It is also used to cocoon valuable and delicate objects for moving. Each half-gallon application of this quick-set plastic covers about 5 cubic feet, and to cover a human sized target completely, the attacker must roll a 12 or better on the Strike roll. Anyone caught in the goo must have a supernatural or robotic P.S. of 30 or better to escape; otherwise, the target is stuck until released by an outside agency. Gloop has 2d4 MDC per application, and breaks down after 1d4 days of exposure, unless treated with a special binder chemical, and allowed to cure for 1d4 hours, in which case it stabilizes and has an MDC of 2d6+1 per cubic foot. Gloop costs 70 credits per half gallon(single application)
A variant of this gunk, ‘Boro-Slime’, is a quick-setting slurry of lead-powder and boro-silicate glass suspension, which is sprayed on leaking radiation sources, forming a thick crust to simultaneously trap radioactive materials and seal it inside a crusting shell for later safe removal. Best used to contain small (power armor and vehicle) reactor breaches and water leaks; larger reactor leaks will require more drastic measures. ‘Boro-Slime’ is otherwise identical to standard Gloop, and costs 120 credits per half gallon(single application)
(Slip Spray)---Rather than trap, this makes it impossible for people and many vehicles to gain purchase. A single application(a tablespoon) will cover nearly four square feet. Slipspray is very nearly water-resistant----it takes A LOT of water, roughly 10-50 gallons, to wash away an ounce of slipspray---or regular industrial solvents will do the trick. Slipspray breaks down after 1d4 hours of exposure to air.
Effects: Anyone trying to move across slipspray must make a roll under their Physical Prowess at -8 or go out of control at full speed. Vehicles, power armors, and light robot vehicles traveling in ground contact across sufficiently large patches of slipspray will be at -15% to their piloting rolls..failure means the vehicle goes out of control and takes on the characteristics of a giant hockey puck. Depending on the hardness of the surface(must be a hard surface, not a permeable surface like dirt or gravel), certain heavy vehicles and robots(like the Behemoth Explorer) will be unaffected, as they simply stomp the effected surface into the subterrane. Hovercraft are NOT affected either.
Cost: 40 credits per ounce(covers 8 square ft...so a gallon’s worth will cover 1,024 ft! Instant ice rink anyone?)
Rate of Fire: ECHH
Payload: 120 blasts
An attachable trailer(100 MDC, but towing it reduces maximum speed by 30%) can hold an additional 250 blasts.
b) Cryo-Laser---This compact, but incredibly sophisticated, device uses a laser to counter, slow down, and even stop molecular motion, resulting in dramatic drops in temperature in the target area.
Range:(Beam Mode)1,500 ft
(Spray Mode) 700 ft
Damage: (Beam Mode) This slows down molecular motion in a relatively tight area(1-2 ft wide area), lowering the temperature to almost absolute zero... fabrics like nylon and polyester shatter like glass, electromagnetic superconductivity jumps, and liquids crystallize instantly. Ideal for cold-welding materials, freezing mechanical joints, and snuffing out plasma torches. Does 1d4 MD to structures and 2d4 MD to MDC plastics and organics.
(Spray Mode) Lowers mean temperature by 500 degrees over a 20 ft wide area of effect---This means that it may take several applications to bring a burning pool of jet fuel down to freezing, for example, or cool an glowing hot section of plating. After reaching zero degrees Celsius, it only reduces temperature in increments of 250 degrees, then 100 degrees, then 50, and so on...
Unprotected flesh hit by the beam takes 6d6 SDC in Spray Mode. Must also roll save versus non-lethal poison(12 or better) or temporarily succumb to cold.
A victim who loses all SDC(but NOT Hit Points) to a cold attack lapses into a coma..still alive, but frozen stiff. They can be revived with even heat in 3d4 minutes. Those who lose both SDC and Hit Points are +25% to save versus coma/death, and get 3d4 Hit Points back when revived, but still suffer some cellular damage.
Beings vulnerable to cold-based attacks take DOUBLE damage, while fire elementals and fire-based beings take TRIPLE damage! Water Elementals will lose 2 APMs and cut their speed by HALF for 1d4 melees, while Ice Elementals actually HEAL 1d4 MD of damage.
Rate of Fire: ECHH
Payload: Effectively Unlimited.
3) Laser Headlights---Unchanged. TYpically used for cutting through obstacles.
* PS/ASI-IR-RBD-08HMX-- Experimental high-mobility variant replacing the wheels with hover systems, including GMR panels. Though there has been early criticism that such a variant cannot do, with regards to maneuver-recon and -combat, what the existing and well-proven Zephyr cannot already do, the ability to transform has been cited as valuable in smash-and-grab missions, as evidenced by what the Free Worlds Council has been doing with its GMR vehicles.
Changes/Modifications:
MDC/Armor by Location:
Hoverpods(4) 90 each
Speed:(Vehicle) 225 MPH, flying up to 15 ft above the ground.
(Robot)
(Leaping) 12 ft up/ft across standing jump, 35 ft up/ft across with running start
Jet Boosted Leap of 250 ft up/ ft across
Cost: 19 million credits
* PS/ASI-IR-RBD-08S- Stelmarine variant. It differs from the standard models mainly in having additional environmental insulation, extra radiation shielding and life support, and a series of small gas jets mounted around the frame to allow the machine to hold on course when driving in microgravity conditions(as might be be experienced on a moon or large asteroid). The Stelmarines frequently mount the PS-LGCGL03 Gravitic Grenade Launcher (often bundled with an eight-shot ‘S-Sting’ missile launcher) as a shoulder-turret weapon on the RBD-08S.